Seed result
Seed 1133: Great Hollow, Balancers
This is one of the denser layouts in the dataset, with fifteen or more distinct field bosses recorded on it. The boss list further down runs long because of that, and reading it before you drop is the difference between picking detours and stumbling into them. Send the link to whoever is routing.
Weapon-Bequeathed Harmonia
This run ends against Balancers, the Balancers expedition. The damage types below are what the map view shows on the status card, written out here so you can plan a loadout before opening the map.
- Weak to
- Sleep, Strike
- Resists
- Holy, Lightning, Fire
- Immune to
- Madness
These are read from the game itself and listed in order of importance rather than converted from negation percentages. Those percentages use a sign convention that gets inverted often enough in published tables to produce pages claiming a Nightlord resists the exact thing it is weak to.
Not one enemy but seven valkyries in white armour, fought in escalating phases. Clear it and the Dreglord becomes available.
Sleep is the listed weakness and it is visible at the Roundtable like any other. It reads like a secret and is not one.
This one has an Everdark Sovereign form: the same fight with an extra phase, a much larger health pool, and the opening moved to what was the second phase. Beat the standard version first and you get access to it.
Record details
- Special event
- Gladius Raid — Day 2Successive attacks restore stamina and hasten stamina recovery for self and nearby allies.
- Churches
- 4




- Scale-Bearing Merchant
- Present in this seedHe deals in offers rather than goods, and every one of them takes something back. What he puts up is drawn at random. Killing him is also an option: he drops a talisman, rolled the same way the castle chest rolls one, but he does not go down easily.
Gladius Raid — Day 2
The day is fixed by the seed and it is written above. The minute is not: the same seed can fire the same event at different times, so treat this as something to be ready for rather than something to set a clock against.
Three red circles appear on the map and everyone starts losing health continuously. Each circle holds a one-headed sundered Gladius that has to die before the raid ends, and swarms of smaller Tricephalos enemies get in the way while the drain keeps running. Three separate objectives, with your own health as the clock counting them down, is what puts this raid in a different category from the rest.
The health drain runs on the whole party for as long as the raid is active, so this is the one raid that can end a run rather than slow it down.
Only one event can happen per expedition, and which ones are possible depends on the Nightlord. So this is the event for this run, with nothing else queued behind it.
Bosses in this seed
The night bosses and the bosses placed around the map are fixed for seed 1133: open it again and the same bosses are waiting in the same places. A field boss marker points at the ground it holds rather than the exact step it stands on, so expect to find it moving around nearby. Knowing which ones you are walking into decides what damage type to build and which detours are worth the time.
Night bosses
Divine Beast Warrior & Curseblade
Night 1Both spawn together, and the Curseblade opens by impairing your vision while the Divine Beast Warrior slams down lightning. Kill the Curseblade first: it is the weaker of the two, and the curse goes with it.
Mohg
Night 2The Lord of Blood hits hard and builds Blood Loss, but he is slow enough to punish. Most of what he does covers a wide area, so mid range is the safer place to stand.
Field bosses (17)
Demi-Human Queen & Swordmaster
Field bossBoth at once. The Swordmaster darts around but has low poise, so steady pressure keeps him staggered. The Queen opens slow and telegraphed, then drops her staff partway through and goes feral on all fours, with faster claw swipes and a jaw snap.
Bell Bearing Hunter
Field bossPierce roughly doubles on it and lightning lands well, while standard, slash and strike are all resisted. It is aggressive at close and mid range but the attacks are slow, and it can be parried, though a stance break costs two parries rather than one.
Great Wyrm
Field bossCarries a giant scalesword and spits magma that stays on the ground and keeps burning. The head takes the most damage and can be staggered, but the head is also the part that never stops moving.
Ulcerated Tree Spirit
Field bossThe whole fight is learning which of its movements actually have a hitbox. It flops and twists constantly and most of that is harmless, which makes the real attacks easy to miss.
Valiant Gargoyle
Field bossStone, and much quicker than stone should be. It carries a sword and a halberd and swaps between them mid-fight.
Crucible Knight & Golden Hippopotamus
Field bossStarts as a one-on-one against the Crucible Knight. Below half health he raises a knee and stomps out a burst of holy energy, which is when the Golden Hippopotamus arrives. Fire and lightning hurt both of them, and the hippo takes slash on top.
Black Knife Assassin
Field bossThe feint is what gets people: she leaps in with a counterclockwise slash that is not real, then follows with the clockwise one that is. Most physical damage lands, pierce least of all. Let her come to you rather than chasing.
Death Rite Bird
Field bossMost of its attacks are slow enough to read, but it leaps and flies to reposition constantly, so a fair part of the fight is spent chasing it. Back off for the ghostflame.
Night's Cavalry
Field bossGetting it off the horse is most of the fight; on foot it loses the charge and the repositioning. It still swings wide, and the hilt slam puts out a shockwave that knocks back everyone inside the circle.
Grafted Scion
Field bossFast swordwork from one or two blades at once, coming from angles that change each time, with sudden area attacks mixed in. The pause at the end of a combo is your window.
Draconic Tree Sentinel
Field bossA golden-armored knight on horseback with lightning and fireballs at every range. The raised shield means a single-target bolt; the hammer planted behind him means a wide wave. Poison and Scarlet Rot work unusually well.
Leonine Misbegotten
Field bossA greatsword swung with more strength than technique, fast and heavy, but the bigger attacks leave openings wide enough that patience beats trading. Watch the stomp, which rolls straight into a spin and a half with the blade out. Slash and fire both work.
Tree Sentinel
Field bossHeavily armored and mounted, with a halberd that reaches further than you want it to, and a horse that hits you as well. It takes full damage from lightning and shrugs off fire and holy.
Royal Revenant
Field bossCast a healing incantation near it and the cast itself damages and stuns it. Part human, part spider, which is what makes its movements hard to read, but the flurries leave clear gaps, slash cuts through it, and holy does not.
Ancestor Spirit
Field bossA spectral deer. The antler sweep covers a wide arc to either side, so the space beside it is the dangerous place to stand, but the windup is slow enough to read.
Red Wolf
Field bossA giant wolf that casts. It alternates between closing for bites and throwing sorcery from across the arena, and the one to watch is the glintblade: it sidesteps, leaves a floating orb behind, and the orb fires at you a moment later, homing.
Golden Hippopotamus
Field bossIt pauses after each attack, and those pauses are where the fight is won. The jaws-open charge is the dangerous one: it grabs you and slams you repeatedly, and the lunging bite reaches further than the animation suggests. Fire and lightning both do double.
This result is based on the dataset for game version 1.03.2. If a game update changes a layout, use the Bug Report button in the footer and include the seed ID. See the methodology page for provenance, update practices, and known limitations.
